Bliss-Shader/shaders/dimensions/deferred.fsh

386 lines
13 KiB
GLSL

#include "/lib/settings.glsl"
#define ReflectedFog
flat varying vec3 averageSkyCol_Clouds;
flat varying vec3 averageSkyCol;
flat varying vec3 lightSourceColor;
flat varying vec3 sunColor;
flat varying vec3 moonColor;
// flat varying vec3 zenithColor;
// flat varying vec3 rayleighAborbance;
// flat varying vec3 WsunVec;
flat varying vec2 tempOffsets;
flat varying float exposure;
flat varying float avgBrightness;
flat varying float rodExposure;
flat varying float avgL2;
flat varying float centerDepth;
uniform sampler2D noisetex;
uniform float frameTime;
uniform int frameCounter;
uniform float frameTimeCounter;
uniform float rainStrength;
uniform float eyeAltitude;
uniform vec3 sunVec;
uniform vec2 texelSize;
uniform mat4 gbufferProjection;
uniform mat4 gbufferProjectionInverse;
uniform mat4 gbufferPreviousProjection;
uniform mat4 gbufferModelViewInverse;
uniform mat4 gbufferModelView;
uniform mat4 shadowModelView;
uniform mat4 shadowProjection;
uniform float sunElevation;
uniform vec3 sunPosition;
uniform vec3 cameraPosition;
// uniform float far;
uniform ivec2 eyeBrightnessSmooth;
uniform float caveDetection;
vec4 lightCol = vec4(lightSourceColor, float(sunElevation > 1e-5)*2-1.);
#include "/lib/util.glsl"
#include "/lib/ROBOBO_sky.glsl"
#include "/lib/sky_gradient.glsl"
#include "/lib/Shadow_Params.glsl"
vec3 WsunVec = mat3(gbufferModelViewInverse)*sunVec;
// vec3 WsunVec = normalize(LightDir);
vec3 toShadowSpaceProjected(vec3 p3){
p3 = mat3(gbufferModelViewInverse) * p3 + gbufferModelViewInverse[3].xyz;
p3 = mat3(shadowModelView) * p3 + shadowModelView[3].xyz;
p3 = diagonal3(shadowProjection) * p3 + shadowProjection[3].xyz;
return p3;
}
float interleaved_gradientNoise(){
vec2 coord = gl_FragCoord.xy;
float noise = fract(52.9829189*fract(0.06711056*coord.x + 0.00583715*coord.y)+frameCounter/1.6180339887);
return noise;
}
float blueNoise(){
return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
}
#define DHVLFOG
// #define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
// #define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x, gbufferProjectionInverse[1].y, gbufferProjectionInverse[2].zw);
vec3 feetPlayerPos = p * 2. - 1.;
vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + gbufferProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
uniform float near;
uniform float dhFarPlane;
uniform float dhNearPlane;
#include "/lib/DistantHorizons_projections.glsl"
vec3 DH_toScreenSpace(vec3 p) {
vec4 iProjDiag = vec4(dhProjectionInverse[0].x, dhProjectionInverse[1].y, dhProjectionInverse[2].zw);
vec3 feetPlayerPos = p * 2. - 1.;
vec4 viewPos = iProjDiag * feetPlayerPos.xyzz + dhProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
vec3 DH_toClipSpace3(vec3 viewSpacePosition) {
return projMAD(dhProjection, viewSpacePosition) / -viewSpacePosition.z * 0.5 + 0.5;
}
// float DH_ld(float dist) {
// return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
// }
// float DH_invLinZ (float lindepth){
// return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
// }
float DH_ld(float dist) {
return (2.0 * dhNearPlane) / (dhFarPlane + dhNearPlane - dist * (dhFarPlane - dhNearPlane));
}
float DH_inv_ld (float lindepth){
return -((2.0*dhNearPlane/lindepth)-dhFarPlane-dhNearPlane)/(dhFarPlane-dhNearPlane);
}
float linearizeDepthFast(const in float depth, const in float near, const in float far) {
return (near * far) / (depth * (near - far) + far);
}
float invLinZ (float lindepth){
return -((2.0*near/lindepth)-far-near)/(far-near);
}
#ifdef OVERWORLD_SHADER
// uniform sampler2D colortex12;
// const bool shadowHardwareFiltering = true;
uniform sampler2DShadow shadow;
// #undef TRANSLUCENT_COLORED_SHADOWS
#ifdef TRANSLUCENT_COLORED_SHADOWS
uniform sampler2D shadowcolor0;
uniform sampler2DShadow shadowtex0;
uniform sampler2DShadow shadowtex1;
#endif
#define TEST
#define TIMEOFDAYFOG
#include "/lib/lightning_stuff.glsl"
#include "/lib/volumetricClouds.glsl"
#include "/lib/overworld_fog.glsl"
#endif
#ifdef NETHER_SHADER
uniform sampler2D colortex4;
#include "/lib/nether_fog.glsl"
#endif
#ifdef END_SHADER
uniform sampler2D colortex4;
#include "/lib/end_fog.glsl"
#endif
vec3 rodSample(vec2 Xi)
{
float r = sqrt(1.0f - Xi.x*Xi.y);
float phi = 2 * 3.14159265359 * Xi.y;
return normalize(vec3(cos(phi) * r, sin(phi) * r, Xi.x)).xzy;
}
//Low discrepancy 2D sequence, integration error is as low as sobol but easier to compute : http://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/
vec2 R2_samples(float n){
vec2 alpha = vec2(0.75487765, 0.56984026);
return fract(alpha * n);
}
void main() {
/* DRAWBUFFERS:4 */
gl_FragData[0] = vec4(0.0);
float mixhistory = 0.06;
float accumuteSpeed = texelFetch2D(colortex4, ivec2(5,5), 0).r/150.0;
vec2 pixelPos6 = vec2(5,5);
if (gl_FragCoord.x > pixelPos6.x && gl_FragCoord.x < pixelPos6.x + 1 && gl_FragCoord.y > pixelPos6.y && gl_FragCoord.y < pixelPos6.y + 1){
mixhistory = 0.1;
gl_FragData[0] = vec4(1,0,0,1);
}
#ifdef OVERWORLD_SHADER
//////////////////////////////////////////////
/// --- STORE DAILY WEATHER PARAMETERS --- ///
//////////////////////////////////////////////
// the idea is to store the 8 values, coverage + density of 3 cloud layers and 2 fog density values.
#ifdef Daily_Weather
ivec2 pixelPos = ivec2(0,0);
if (gl_FragCoord.x > 1 && gl_FragCoord.x < 4 && gl_FragCoord.y > 1 && gl_FragCoord.y < 2){
mixhistory = 0.005;
if(gl_FragCoord.x < 2) gl_FragData[0] = vec4(dailyWeatherParams0.rgb * 2.0,1.0);
if(gl_FragCoord.x > 2) gl_FragData[0] = vec4(dailyWeatherParams1.rgb * 2.0,1.0);
if(gl_FragCoord.x > 3) gl_FragData[0] = vec4(dailyWeatherParams0.a * 2.0, dailyWeatherParams1.a * 2.0, 0.0, 1.0);
}
#endif
///////////////////////////////
/// --- STORE COLOR LUT --- ///
///////////////////////////////
vec3 AmbientLightTint = vec3(AmbientLight_R, AmbientLight_G, AmbientLight_B);
// --- the color of the atmosphere + the average color of the atmosphere.
vec3 skyGroundCol = skyFromTex(vec3(0, -1 ,0), colortex4).rgb;// * clamp(WsunVec.y*2.0,0.2,1.0);
/// --- Save light values
if (gl_FragCoord.x < 1. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(averageSkyCol_Clouds * AmbientLightTint,1.0);
if (gl_FragCoord.x > 1. && gl_FragCoord.x < 2. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4((skyGroundCol/150.0) * AmbientLightTint,1.0);
#ifdef ambientLight_only
if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
if (gl_FragCoord.x > 13. && gl_FragCoord.x < 14. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(0.0,0.0,0.0,1.0);
#else
if (gl_FragCoord.x > 6. && gl_FragCoord.x < 7. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(lightSourceColor,1.0);
if (gl_FragCoord.x > 8. && gl_FragCoord.x < 9. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(sunColor,1.0);
if (gl_FragCoord.x > 9. && gl_FragCoord.x < 10. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(moonColor,1.0);
// if (gl_FragCoord.x > 16. && gl_FragCoord.x < 17. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
// gl_FragData[0] = vec4(rayleighAborbance,1.0);
#endif
////////////////////////////////
/// --- ATMOSPHERE IMAGE --- ///
////////////////////////////////
/// --- Sky only
if (gl_FragCoord.x > 18. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257){
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.,1.))/256.+tempOffsets/256.,0.0,1.0);
vec3 viewVector = cartToSphere(p);
vec2 planetSphere = vec2(0.0);
vec3 sky = vec3(0.0);
vec3 skyAbsorb = vec3(0.0);
vec3 mC = vec3(fog_coefficientMieR*1e-6, fog_coefficientMieG*1e-6, fog_coefficientMieB*1e-6);
sky = calculateAtmosphere((averageSkyCol*4000./2.0), viewVector, vec3(0.0,1.0,0.0), WsunVec, -WsunVec, planetSphere, skyAbsorb, 10, blueNoise());
// fade atmosphere conditions for rain away when you pass above the cloud plane.
float heightRelativeToClouds = clamp(1.0 - max(eyeAltitude - CloudLayer0_height,0.0) / 200.0 ,0.0,1.0);
if(rainStrength > 0.0) sky = mix(sky, 3.0 + averageSkyCol*4000 * (skyAbsorb*0.7+0.3), clamp(1.0 - exp(pow(clamp(-viewVector.y+0.9,0.0,1.0),2) * -5.0),0.0,1.0) * heightRelativeToClouds * rainStrength);
#ifdef AEROCHROME_MODE
sky *= vec3(0.0, 0.18, 0.35);
#endif
gl_FragData[0] = vec4(sky / 4000.0, 1.0);
}
/// --- Sky + clouds + fog
if (gl_FragCoord.x > 18.+257. && gl_FragCoord.y > 1. && gl_FragCoord.x < 18+257+257.){
vec2 p = clamp(floor(gl_FragCoord.xy-vec2(18.+257,1.))/256.+tempOffsets/256.,0.0,1.0);
vec3 viewVector = cartToSphere(p);
WsunVec = normalize(mat3(gbufferModelViewInverse) * sunPosition) ;// * ( float(sunElevation > 1e-5)*2.0-1.0 );
vec3 sky = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy)-ivec2(257,0),0).rgb/150.0;
sky = mix(dot(sky, vec3(0.333)) * vec3(0.5), sky, pow(clamp(viewVector.y+1.0,0.0,1.0),5));
vec3 suncol = lightSourceColor;
#ifdef ambientLight_only
suncol = vec3(0.0);
#endif
vec3 cloudDepth = vec3(0.0);
vec4 clouds = renderClouds(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0, cloudDepth);
float atmosphereAlpha = 1.0;
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*1024., vec2(fract(frameCounter/1.6180339887),1-fract(frameCounter/1.6180339887)), suncol*2.0, skyGroundCol/30.0, averageSkyCol_Clouds*5.0, atmosphereAlpha);
sky = sky*clouds.a + clouds.rgb / 5.0;
sky *= atmosphereAlpha;
sky = sky * VL_Fog.a + VL_Fog.rgb / 5.0;
gl_FragData[0] = vec4(sky,1.0);
}
#endif
#if defined NETHER_SHADER || defined END_SHADER
vec2 fogPos = vec2(256.0 - 256.0*0.12,1.0);
//Sky gradient with clouds
if (gl_FragCoord.x > (fogPos.x - fogPos.x*0.22) && gl_FragCoord.y > 0.4 && gl_FragCoord.x < 535){
vec2 p = clamp(floor(gl_FragCoord.xy-fogPos)/256.+tempOffsets/256.,-0.2,1.2);
vec3 viewVector = cartToSphere(p);
vec3 BackgroundColor = vec3(0.0);
vec4 VL_Fog = GetVolumetricFog(mat3(gbufferModelView)*viewVector*256., fract(frameCounter/1.6180339887), fract(frameCounter/2.6180339887));
BackgroundColor += VL_Fog.rgb/5.0;
gl_FragData[0] = vec4(BackgroundColor, 1.0);
}
#endif
#ifdef END_SHADER
/* ---------------------- TIMER ---------------------- */
float flash = 0.0;
float maxWaitTime = 5;
float Timer = texelFetch2D(colortex4, ivec2(3,1), 0).x/150.0;
Timer -= frameTime;
if(Timer <= 0.0){
flash = 1.0;
Timer = pow(hash11(frameCounter), 5) * maxWaitTime;
}
vec2 pixelPos0 = vec2(3,1);
if (gl_FragCoord.x > pixelPos0.x && gl_FragCoord.x < pixelPos0.x + 1 && gl_FragCoord.y > pixelPos0.y && gl_FragCoord.y < pixelPos0.y + 1){
mixhistory = 1.0;
gl_FragData[0] = vec4(Timer, 0.0, 0.0, 1.0);
}
/* ---------------------- FLASHING ---------------------- */
vec2 pixelPos1 = vec2(1,1);
if (gl_FragCoord.x > pixelPos1.x && gl_FragCoord.x < pixelPos1.x + 1 && gl_FragCoord.y > pixelPos1.y && gl_FragCoord.y < pixelPos1.y + 1){
mixhistory = clamp(4.0 * frameTime,0.0,1.0);
gl_FragData[0] = vec4(flash, 0.0, 0.0, 1.0);
}
/* ---------------------- POSITION ---------------------- */
vec2 pixelPos2 = vec2(2,1);
if (gl_FragCoord.x > pixelPos2.x && gl_FragCoord.x < pixelPos2.x + 1 && gl_FragCoord.y > pixelPos2.y && gl_FragCoord.y < pixelPos2.y + 1){
mixhistory = clamp(500.0 * frameTime,0.0,1.0);
vec3 LastPos = (texelFetch2D(colortex4,ivec2(2,1),0).xyz/150.0) * 2.0 - 1.0;
LastPos += (hash31(frameCounter / 50) * 2.0 - 1.0);
LastPos = LastPos * 0.5 + 0.5;
if(Timer > maxWaitTime * 0.7 ){
LastPos = vec3(0.0);
}
gl_FragData[0] = vec4(LastPos, 1.0);
}
#endif
//Temporally accumulate sky and light values
vec3 temp = texelFetch2D(colortex4,ivec2(gl_FragCoord.xy),0).rgb;
vec3 curr = gl_FragData[0].rgb*150.;
if(accumuteSpeed < 1.0) mixhistory = 1.0;
gl_FragData[0].rgb = clamp(mix(temp, curr, mixhistory),0.0,65000.);
//Exposure values
if (gl_FragCoord.x > 10. && gl_FragCoord.x < 11. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(exposure, avgBrightness, avgL2,1.0);
if (gl_FragCoord.x > 14. && gl_FragCoord.x < 15. && gl_FragCoord.y > 19.+18. && gl_FragCoord.y < 19.+18.+1 )
gl_FragData[0] = vec4(rodExposure, centerDepth,0.0, 1.0);
}